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Gamification in Marketing Education: a Game for Learning about Consumer behavior in Retail
Gamification in Marketing Education: a Game for Learning about Consumer behavior in Retail

Author(s): Rumen Petkov
Subject(s): Social Sciences, Education, Higher Education
Published by: Национално издателство за образование и наука „Аз-буки“
Keywords: gamification; marketing education; consumer behavior; retail; Game-Based Learning

Summary/Abstract: Gamification has emerged as a powerful tool in education, especially in disciplines like marketing, where practical application of knowledge is essential. This article presents the results of a study comparing gamified learning and traditional lecture-based methods in teaching consumer behavior. The game, titled 'Snack Shopper’s Dilemma,' focused on simulating a retail environment where students made strategic marketing decisions for an FMCG snack products. Two groups of students participated in the study—one using the game-based approach and the other following traditional learning methods. The study found that gamified learning increased engagement, improved comprehension, and offered a more enjoyable experience, ultimately leading to better learning outcomes and practical skills application.

  • Issue Year: 96/2024
  • Issue No: 9s
  • Page Range: 52-65
  • Page Count: 13
  • Language: English
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